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Civilian Power Core
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Mar 27, 2008 9:53 pm    Post subject:  Civilian Power Core
Subject description: Finally
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Okay, here are the stats on it.

Foundation 3x3, with no active animation or buildup (yet). It is remappable so it can be captured.

Anyways, see attached images. Feel free to modify and/or use this in any mod, personal or public, as long as credit is given. Smile



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Power Core WIP.png
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Power Core WIP.png



CIVFPP.rar
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Mar 27, 2008 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're not using this in TO afterall!? :O

However, nice work!

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Mar 27, 2008 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's rather good, the only minor annoyance is that the remap looks awfully bland but if you made the amount on the top a bit less whilst making more somewhere else then it would look a lot neater.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Mar 27, 2008 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am using it in TO, but it's also something I promised the public, donut.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Mar 27, 2008 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see...

Keep it up!

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Thu Mar 27, 2008 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wonder how much power it offers.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Mar 27, 2008 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's up to the coder

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Mar 27, 2008 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if ya had to release it to the public, 'd have done it in XTX, but that's just me #Tongue

We can even consider this to be a hands-on preview from Odyssey

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 28, 2008 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

that looks really good. With damage frames and a buildup, a spotlight worthy work.

But there are some small things that disturb me.
1. the already mentioned plain remap.
2. the green marked spots look much brighter compared to the red one. In some way the light doesn't fits here. Looks like the light of the core is added to the global light source what makes the green spots stand out too much.
3. the 3 roof parts (the pink spots) have a too different brightness for the very small difference in their angle towards the global light.
4. Do you used orthographic projection on your camera? It looks like the building is getting smaller in the distance



power_core_preview_edit.png
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Mar 28, 2008 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
that looks really good. With damage frames and a buildup, a spotlight worthy work.

But there are some small things that disturb me.
1. the already mentioned plain remap.
2. the green marked spots look much brighter compared to the red one. In some way the light doesn't fits here. Looks like the light of the core is added to the global light source what makes the green spots stand out too much.
3. the 3 roof parts (the pink spots) have a too different brightness for the very small difference in their angle towards the global light.
4. Do you used orthographic projection on your camera? It looks like the building is getting smaller in the distance


1: Yeah, but I think I'll take Clazzy's idea into consideration. Small amounts in sparse places sounds good.

2: It's hard to set that for me (because I'm not good at lighting at all). I can correct it in photoshop though.

3: I don't know, I used FlyBy's scripts on this one.

4: No, I didn't on that. It's probably an illusion. The building shape could be misleading.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Mar 28, 2008 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

and,could you also make it in RA2 form?
I think many YR modders would use it.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Mar 28, 2008 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 and TS uses the same formats, SHP. The only difference is size Rolling Eyes Nice looking building Very Happy

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Mar 28, 2008 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

i didnt say format,but form.
I mean that RA2 buildings have a different 3D view.

*and size

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Mar 28, 2008 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, they're both isometric, RA2 is just bigger.

Get it right, I try to.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Mar 29, 2008 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

ra2-wise, it's a perfect 2x2 fit.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Mar 29, 2008 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool, so it's 3x3 ts and 2x2 RA2... nice one Very Happy

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Mar 29, 2008 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you sure the shp grid is ok? (i.e. ts cells, ra2 cell difference) so no overlap issues and so on.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Mar 29, 2008 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, because the actual power core is a bit smaller than TS's 3x3 grid.



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